- Location
- Maryland
- Pronouns
- He/Him
OK, so I don't really know what I'm doing here.
My coding skills are about on par with a depressed walrus, and the last time I tried to make a video game, I was eleven years old and the end result mostly consisted of me stealing sprites and backgrounds from Yu-Gi-Oh! cards.
But I love writing, I love making things, and I've watched a shitload of game design videos on YouTube. So as a creative exercise, I thought it'd be fun to put together my own pitch for a video game.
A couple key points:
1) I'm working off the assumption that I have an unlimited budget.
2) Literally everything here is subject to change. Especially names, because naming things is the worst.
3) I want to focus on game mechanics for right now, because that's the thing I'm most concerned about for this exercise. This means that plot and characters are going to be left intentionally vague. However, there will still be several worldbuilding details to help pitch the scenario and give you a general idea of what I'm going for. I may change my stance on this in the future.
4) If you're reading this, that means I'm looking for feedback as a designer and that I trust you to be honest with me.
OK? OK.
OVERVIEW
To put it in Wikipedia terms: Where The Second Sun Rides is an imaginary, action-adventure platformer with RPG elements. I'm going for a light-hearted, Nintendo-y aesthetic. The central mechanic is a cowboy's lasso, which you can use as a grappling hook to move quickly across the map Spider-Man style, solve puzzles, tie enemies up and/or steal their weapons.
Or to put it in super-reductive sales pitch terms: Spider-Man meets Ratchet and Clank meets Zelda meets Oregon Trail meets Kirby meets Red Dead Redemption.
The game takes place in the land of Mosaic, a colorful fantasy setting loosely built around the question "what if the Tunguska Event happened in the American Wild West?" Years ago, a massive meteorite crashed down on Mosaic's west coast. The impact was so great that whole swathes of land were shot up into the sky...and they just stayed there as little floating islands. People and animals mutated. Plants grew back differently. If you look over the western horizon, you can see the meteorite glowing from miles away, so bright that it can light up the night sky. That's why the people of Mosaic call it the Second Sun.
Sam Sovereign, the mysterious railroad tycoon, has promised five million to the first one to reach the Second Sun and bring it back to him. Now every cowpoke, explorer, and two-bit crook is scrambling west to get the fortune for themselves.
You play as Tumble, an adventurous cowgirl from the small mining blimp town of Huckleberry. Your mission? Swing and skate your way through the untamed west, outfox the compotetion, and uncover the mysteries of the Second Sun.
(Source, created by hakuku. This isn't Tumble's final design or anything, but it should give you a general idea of what I'm going for.)
Next post is gonna be all about Tumble herself and the game's core mechanics: the lasso, the rollerskates and stealing weapons.
My coding skills are about on par with a depressed walrus, and the last time I tried to make a video game, I was eleven years old and the end result mostly consisted of me stealing sprites and backgrounds from Yu-Gi-Oh! cards.
But I love writing, I love making things, and I've watched a shitload of game design videos on YouTube. So as a creative exercise, I thought it'd be fun to put together my own pitch for a video game.
A couple key points:
1) I'm working off the assumption that I have an unlimited budget.
2) Literally everything here is subject to change. Especially names, because naming things is the worst.
3) I want to focus on game mechanics for right now, because that's the thing I'm most concerned about for this exercise. This means that plot and characters are going to be left intentionally vague. However, there will still be several worldbuilding details to help pitch the scenario and give you a general idea of what I'm going for. I may change my stance on this in the future.
4) If you're reading this, that means I'm looking for feedback as a designer and that I trust you to be honest with me.
OK? OK.
OVERVIEW
To put it in Wikipedia terms: Where The Second Sun Rides is an imaginary, action-adventure platformer with RPG elements. I'm going for a light-hearted, Nintendo-y aesthetic. The central mechanic is a cowboy's lasso, which you can use as a grappling hook to move quickly across the map Spider-Man style, solve puzzles, tie enemies up and/or steal their weapons.
Or to put it in super-reductive sales pitch terms: Spider-Man meets Ratchet and Clank meets Zelda meets Oregon Trail meets Kirby meets Red Dead Redemption.
The game takes place in the land of Mosaic, a colorful fantasy setting loosely built around the question "what if the Tunguska Event happened in the American Wild West?" Years ago, a massive meteorite crashed down on Mosaic's west coast. The impact was so great that whole swathes of land were shot up into the sky...and they just stayed there as little floating islands. People and animals mutated. Plants grew back differently. If you look over the western horizon, you can see the meteorite glowing from miles away, so bright that it can light up the night sky. That's why the people of Mosaic call it the Second Sun.
Sam Sovereign, the mysterious railroad tycoon, has promised five million to the first one to reach the Second Sun and bring it back to him. Now every cowpoke, explorer, and two-bit crook is scrambling west to get the fortune for themselves.
You play as Tumble, an adventurous cowgirl from the small mining blimp town of Huckleberry. Your mission? Swing and skate your way through the untamed west, outfox the compotetion, and uncover the mysteries of the Second Sun.
(Source, created by hakuku. This isn't Tumble's final design or anything, but it should give you a general idea of what I'm going for.)
Next post is gonna be all about Tumble herself and the game's core mechanics: the lasso, the rollerskates and stealing weapons.